struct ps_in
{
	float4 position : SV_POSITION;
	float4 color	: COLOR;
	float2 texCoord : TEXCOORD;
};

SamplerState s : register(s0);

Texture2D tex : register(t0);

float4 main(ps_in input) : SV_TARGET
{
	return tex.Sample(s, input.texCoord) * input.color;
}